Michael Banks
Michael Banks
Environment & Look Development Lead
Fairfax, Virginia, United States

About

I'm a visual storyteller with over a decade of experience in high-end visual content creation, specializing in Environment Art and Look Development. Five years leading Look Dev and Environment efforts on visually ambitious productions, crafting compelling worlds that support narrative and aesthetic continuity. My earlier work as an Environment and Hard Surface Artist helped refine my skills in photo-realism, technical precision, and visual storytelling. Outside of production, I study cinematography to deepen my understanding of visual language, often analyzing scenes frame by frame to explore lighting, composition, and mood.

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Skills

3D ModelingHard Surface ModelingSet DesignEnvironment ModelingLook DevelopmentEnvironment DesignHigh-poly ModelingLow-poly ModelingProp ModelingProp DesignArt DirectionPBR TexturingTexturingLightingShadersRenderingPhysically Based RenderingGame DevelopmentUV MappingProject ManagementDesignPhotographyArchitectural Visualization3D VisualizationTeam ManagementVisual EffectsoptimizationSet DressingScene CompositionModular Asset Creationreal-time renderingBlender Geometry NodesWorld Building

Software proficiency

Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Maya
Maya
Blender
Blender
3ds Max
3ds Max
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Unity
Unity
Perforce
Perforce
Jira
Jira
Git
Git

Experience

  • Look Development Lead / Environment Art Lead at Osso VR
    April 2022 - May 2024

    • Led the creation and implementation of real-time environment art pipelines for VR simulations using physically based rendering (PBR) workflows.

    • Collaborated with Tech Art to improve shaders, tools, and environment workflows.

    • Designed modular environment assets with performance and reusability in mind.

    • Defined environment art standards with Art Director for consistency in all scenes.

    • Created and maintained the PBR material library for hard surface and organic.

    • Oversaw environment and hard surface for training and mentorship.

    • Developed photo-real set dressing assets optimized for real-time rendering.

    • Led daily reviews, maintained quality, and ensured team met visual targets.

    • Integrated offline path-traced textures for enhanced visual realism in runtime.

    • Worked across disciplines to support storytelling, lighting, and scene composition.

  • Hard-Surface Artist at Osso VR
    January 2021 - April 2022

    • Created high and low-poly hard surface models with optimized LODs for real-time.

    • Authored textures and materials that formed the studio's Material Library.

    • Established hard surface workflows; trained artists across the team.

    • Optimized asset pipeline for performance, consistency, and scalability.

    • Designed and built, detailed operating room based on Art Direction guidance.

  • 3D Environment Artist at Pantera Entertainment
    Los Angeles
    August 2020 - November 2020

    Freelance

    • Developed high-quality 3D environments using proprietary game engine for a live online event hosted by Epic Games

    • Created modular environment assets and props optimized for real-time rendering

    • Designed and implemented level layouts with a focus on visual storytelling and player experience

    • Collaborated closely with design and tech teams to ensure artistic vision aligned with game-play requirements

  • Lead 3D Artist at Van Metre
    Broadlands
    March 2017 - June 2020

    • Led a team of 4 artists to build the world’s first online home design platform.

    • Directed look development materials, lighting, and textures for photo-real assets.

    • Modeled high and low poly environments and hard surface assets.

    • Designed and rendered a commercial building for Nationals Stadium in D.C.

    • Created interior and exterior scenes with a focus on visual fidelity and realism.

    • Balanced real-time optimization with visual quality for architectural visualization.

    • Established scalable asset workflows for modular scene assembly.

  • 3D Artist at Epsilon Systems Solutions
    February 2015 - March 2017

    • Created high poly models of complex machinery for use in real-time.

    • Modeled and rendered technical simulations for Los Alamos National Laboratory.

    • Collaborated with engineers to ensure assets met functional and visual specs.

  • Lead Environment & Hard-Surface Artist at Virtual Public Aerospace Career Concept
    Washington D.C. Metro Area
    February 2016 - February 2017

    • Led a small art team in the development of a virtual aerospace simulation using a proprietary game engine, targeting a wide age range

    • Created all hard-surface assets, including spacecraft, environments, and interactive props, optimized for real-time performance

    • Ensured high visual fidelity while maintaining technical constraints suitable for interactive simulation

    • Collaborated cross-functionally with design and engineering teams to align visual design with educational and game-play goals

  • Masters of Art Creation at The Guildhall at Southern Methodist University
    Plano
    August 2012 - May 2014

    • Trained under industry professionals in real-time and VFX production pipelines, gaining hands-on experience with tools and workflows used in AAA game development.

    • Led multidisciplinary teams of various sizes to develop multiple award-winning game projects

    Interacting with different disciplines was formative for joining the industry.

    • Specialized in environment art, with a focus on hard-surface props, large-scale set pieces, and foliage creation.

    • Collaborated across disciplines, including design, tech art, and animation, to deliver cohesive, production ready content.

  • Bachelors of Fine Arts at University of Kansas
    Lawrence
    August 2008 - May 2012

    • Built a strong foundation in traditional art principles, including color theory, composition, and design, complemented by game development coursework.

    • Gained adaptable creative and technical skills applicable across real-time and VFX pipelines

    • Developed a flexible workflow grounded in core artistic fundamentals, enabling quick adaptation to diverse production environments

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